d100 Magical Side Effects
Not every item ever crafted or conjured into existence works perfectly. Many times, a young apprentice will make a potion of healing, and while it works just as the master’s version, it has a small side effect like the imbiber blows bubbles or their skin turns blue. Some of these side effects might even be on purpose.
Below are 100 different magical side effects. These side effects are (mostly) not harmful or dangerous, but provide roleplay potential and some mechanical effects.
If you want to include these effects in your game, whenever a player crafts an item or does an incredible work of magic, they must roll a d20. On a 1, roll on the chart below. You may keep the side effects a secret until the item is used or after the spell effect has been cast. If you are unsure who should suffer the effects of the spell, magic item, or effect; typically it is whoever is the target of the effect, the caster, or both.
d100 Magical Side Effects
1 | The target breathes bubbles for 1d10 minutes.
2 | The target can only taste fungi in their mouth for 1 day.
3 | The target has +1 bonus to Perception checks for 1 hour.
4 | The target sweats… a lot. It’s an uncomfortable amount.
5 | The target can only make a single facial impression that looks like a disgusted sneer for 1 day.
6 | Every time the target touches something for 10 minutes, they get a small shock. Might be able to light a candle with the shock.
7 | The target can not speak any language it knows for 1 hour. During this time, it can talk to dogs and cats perfectly.
8 | For the next minute, the target treats the floor as if it is made of soap. Every time it moves, it must treat the ground as difficult terrain or make a DC 10 Acrobatics check or fall prone.
9 | The target can only talk as loud as it can for 10 minutes. Any attempts to whisper cause the target to scream whatever they were saying as loud as they can. This noise can be heard clearly equal to 100 feet times the target’s Constitution modifier.
10 | The target becomes incredibly attractive for whatever race/species that they are for 1 hour. During this time, they gain a +1 bonus to Persuasion checks.
11 | For 10 minutes, the target can not bear to stay in one spot. Every round, it must move at least up to half its Speed. If it can’t or tries to stop itself, it takes 1d6 Psychic damage.
12 | The target’s hair immediately grows 2d12 inches. This includes eyebrows, armpits, and anywhere else it has hair. The hair remains this length until cut.
13 | The target is having a terrible day and receives devastating news either via magic, mail, or some other way. In addition, their boot lace snaps and their bed gets wet.
14 | The target’s nails immediately grows 2d4 inches. This includes fingernails and toenails. The nails remain this length until cut.
15 | The next creature the target looks at, the target immediately knows its surface-level thoughts. This effect then ends.
16 | The target’s eyes turn ink black for 10 minutes. This has no effect on the target’s vision.
17 | The target repeats itself for 10 minutes.
18 | The target repeats itself for 10 minutes.
19 | The target is under the effects of a fly spell for 10 minutes. It can not fly higher than 1 foot off the ground.
20 | The target feels hot… like too hot. Like they just need to get everything off of them as they are burning up. This sensation lasts for 10 minutes.
21 | The target feels exhausted and the only thing they want to do is sleep. Adventuring is too hard. This exhaustion only goes away after they sleep for at least 1 hour.
22 | The target forgets the past 2d4 minutes.
23 | The target’s voice sounds like a high-pitched version of itself, like the target consumed helium. This effect lasts for 10 minutes.
24 | The target’s skin changes color to a neon pink for 1 hour.
25 | The target grows an extra limb. Roll a 1d4, 1-2 and the limb appears from a shoulder, 3-4 and the limb grows from their pelvis. This limb is non-functional and uncontrollable, but mimics what the other limbs are doing. After 1 day, the limb falls off the body and becomes a crawling claw that is friendly towards its original body.
26 | The target suffers hiccups for 1 hour. During this time, they must make a DC 10 Constitution check to maintain concentration whenever they attempt to cast spells. Failure results in the action and spell slot being wasted.
27 | The target smells like a skunk sprayed them. This must be washed off and is very difficult to remove. It wears off after 1d4 days on its own.
28 | Soapy bubbles pour out of the target’s ears for 1 hour. They have disadvantage on Perception checks to hear during this time.
29 | The target’s blood turns into acid and the target is immune to acid. Any creature attempting to drink its blood or is touched by the target’s blood takes 1d6 acid damage. These effects last for 1 hour.
30 | The target’s ears grow exponentially and remain enlarged for 1 hour. During this time, the target has advantage on Perception checks.
31 | The target’s presence makes beasts uncomfortable for 1 hour and causes them to flee to safety.
32 | The target can only sing for 1 hour. Anything it tries to communicate must be done as part of a song, complete with a rhyming scheme and chorus.
32 | The target no longer needs to eat or drink for 1 week.
33 | The target grows a magnificent beard down to their waist. This beard is permanent until it is cut. If the target already has a beard, it triples in length.
34 | The target’s skin becomes transparent for 1 hour. During that time, they are vulnerable to Piercing damage.
35 | The target becomes magnetized for 1 hour. Small, magnetized metal objects that are unattended and within 20 feet shoot towards them. Creatures attacking the target with metal weapons gain advantage on their attacks; however, they must make a DC 10 Strength check after every successful hit to pull their weapons back.
36 | The target is almost blackout drunk and must sober up.
37 | The target hallucinates for 1d4 hours.
38 | The target’s teeth grow and look like beaver teeth. This is permanent until the teeth are ground back to their original size.
39 | The target suffers incredibly painful stomach cramps for 1 hour. During this time, the target moves at half Speed and has disadvantage on Dexterity checks and saving throws.
40 | The target grows scales that coat its body. If it already had scales, it grows another layer of scales on top of them. These scales fall off over the course of a week.
41 | The target doesn’t have to sleep for 1 week. It must still rest or do light activity for 8 hours to gain the benefits of a long rest.
42 | The target becomes a handsome shrubbery for 1 round. While it is a shrub, it is immune to all damage and can’t be moved from where it was. If a whale deals at least 1 point of damage to it, it immediately dies.
43 | The target becomes incorporeal like a ghost for 1 hour. It can move through walls and levitate.
44 | The target can’t stop burping for 1 week. During this time, it has disadvantage on Charisma checks.
45 | The target can not speak louder than a whisper for 1 hour, and a creature can only hear it if it puts its ear near the target’s mouth.
46 | The target is coated in slime for 1 hour, and must make a DC 10 Dexterity check every round to hold on to any item in its hands.
47 | The target is coated in sticky glue for 1 hour, and it requires a DC 10 Strength check to remove an item attached to the target.
48 | The target exudes cold for 10 minutes. Any creature that ends its turn next to the target suffers 1d6 cold damage.
49 | The target can only repeat one word for 10 minutes. The word is whatever the target says immediately after being afflicted.
50 | The target regains a 1st-level spell slot. If it already has all of its 1st-level spell slots, it takes 1d10 force damage from the magical backlash.
51 | The target is overcome in a fit of coughing for 1 minute. It must succeed on a DC 10 Constitution save on its turn, or it must use its action to cough.
52 | The target’s voice becomes deep and terrifying for 1 day. During this time, it gains advantage on Intimidation checks.
53 | The target’s personality swaps for 1 day. If it was kind and gentle, it becomes cruel and mean. If it was selfless, it becomes selfish.
54 | The target hears voices constantly in its head for 1 hour. During this time, it has disadvantage to maintain concentration on spells.
55 | The target’s weight doubles for 1 hour. During this time, its Speed is decreased by 10 feet.
56 | The target’s weight is halved for 1 hour. During this time, its Speed is increased by 10 feet.
57 | The target is overcome with the desire to howl at the moon. Until it spends an action to howl at the moon, it has disadvantage on ability checks. If it is during the day, it must wait until it can see the moon at night.
58 | The target must roll two more times on this chart, and then gets to decide which effect it is under.
59 | The target’s Wisdom score increases by 2 (to a maximum of 22) for 1 hour.
60 | The target’s Intelligence score increases by 2 (to a maximum of 22) for 1 hour.
61 | The target’s Charisma score increases by 2 (to a maximum of 22) for 1 hour.
62 | The target’s Strength score increases by 2 (to a maximum of 22) for 1 hour.
63 | The target’s Dexterity score increases by 2 (to a maximum of 22) for 1 hour.
64 | The target’s Constitution score increases by 2 (to a maximum of 22) for 1 hour.
65 | The target has the overwhelming sensation that there is a coin lodged in their throat. They must spend an action to remove it. When they do so, they find a platinum piece.
66 | People keep thinking the target is a demon for 1 hour. Nothing changes.
67 | The target becomes distorted, like from the effect of a displacer beast. For 10 minutes, attacks against them have disadvantage.
68 | The next object the target touches turns to solid gold.
69 | The target can only say “Nice” for 69 minutes.
70 | The target has perfect pitch for 1 day. During this time, it has advantage on Performance checks made to sing.
71 | The target learns the true name of a demon or devil. The demon or devil immediately knows who learned its true name and where they are.
72 | The target turns invisible for 1 hour. This invisibility can not be dispelled early.
73 | An imp is summoned and follows the target’s orders for 1 day. Afterwards, the imp remains summoned and no longer has to listen to the target.
74 | The target peers into the future and gains the benefits of foresight for 10 minutes.
75 | The target immediately gains the effects of an augury spell and can ask one question.
76 | The target is knocked into another plane, most likely the Ethereal Plane. The target remains for 1 minute or until it uses an action to make a DC 15 Wisdom saving throw to return.
77 | The target reflects the spell or magical effect. The target must attempt a DC 15 Constitution saving throw; on a success, it redirects the energy back at the original caster. On a failure, the effect hits a random creature within 30 feet of the target.
78 | The target gains access to a cantrip for 1 day. This cantrip is similar to the source of the effect, like fire bolt for fire or mage hand for conjuration.
79 | The target gains one level of Exhaustion, but the effects of a haste spell for 1 minute. The Exhaustion lasts until it finishes a short or long rest.
80 | The target changes its creature type to Undead for 1 hour. During this time, they have a strange craving for brains. If it was already Undead, it still has a craving for brains.
81 | The target splits into two people. They share the same hit points, spells, abilities, and resources, but each gains its own turn in the initiative. This lasts until the target is reduced to 0 Hit Points or 1 minute passes.
82 | The target briefly flips its personality. If it were a wizard, it believes itself to be the strongest barbarian, and vice versa. This lasts for 1 hour or until the target is hit by an attack and takes damage.
83 | Everything takes like mayonnaise to the target for 1 week.
84 | The target’s eyebrows fall out and regrow over the course of 1 day in a bright, neon color. This color fades after 1 week.
85 | Everyone affected by the spell or effect is doused in water.
86 | The target is briefly removed from the multiverse for 1 round. During that time, everyone forgets they ever existed. When the target returns, people remember two universes: one with the target and one without. Those memories fade over the next hour.
87 | Smoke pours out of the target’s ears that smells like a skunk for 1 hour.
88 | The target’s appearance changes just enough that most people assume they are a villain with an evil plan for world domination. This lasts for 1 day.
89 | The target’s clothes and armor turn invisible permanently. If the target wishes, their undergarments are unaffected.
90 | The target feels the overwhelming need to tell everyone they can immediately see a compliment from the heart.
91 | If the target is wearing magical equipment, it is briefly suppressed for 1 minute or until the target has the dispel magic spell cast on them.
92 | For the next hour, the target can only whistle.
93 | The target becomes a master of biological aeromancy for 1 hour. During this time, they can use a bonus action and force a creature within 30 feet to make a Constitution saving throw against a DC 8 + Proficiency Bonus + Constitution modifier. On a failed save, the target farts very loudly.
94 | Whatever expression the target is making is the only expression they can make for 1 hour.
95 | On the target’s next attack roll, they must roll a d100 instead of a d20. The target scores a critical hit if they roll a 95 or higher.
96 | The target must roll on the reincarnate spell table, transforming into that species for 1 hour.
97 | The target sheds bright light for 30 feet and dim light for an additional 30 feet for 1 day.
98 | The target must roll on the Wild Magic Surge table.
99 | The target must roll on the effects table for the wand of wonder.
100 | Roll twice on this chart. The target suffers both effects.
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